Hell On Eight Wheels: Four – A Closer Look at Movement
Once we start nailing down the procedures used to move
skaters around the track, we define one of the core aspects of the game.
Moving on wheels is different to walking, a good
procedure should reflect this. Without skill, this form of movement is
difficult because traction between the mover and the ground works differently.
But all skaters have a degree of inherent skill, they must possess a range of
mastered skills before they may be recognised as skaters by the WFTDA.
With this in mind, even the most inexperienced skaters in
a bout are not complete novices. The worst skaters simply aren’t allowed on the
track because they are a danger to themselves and to others. Not a deliberate
danger, they would be prone to mistakes under pressure.
But the key to a high stakes game is that there is
pressure…and even experienced veterans have the chance of cracking under
pressure.
This brings up issues of skater statistics and the
various aspects that might differentiate one skater from another…but I’ll leave
that for a later development post. For the moment I’ll stick to movement.
Now that I’ve looked further into the game Formula D, I’ve
found some fun mechanisms. In this game you choose a gear at the start of your turn,
then this allows you to roll a specific die to determine the distance moved. 1st
gear provides low movement (but more control), high gear provides high movement
(but less control). This is the kind of thing I want for Ho8W.
Instead of the six gars in Formula D, it is probably better
to strip the movement down to three levels. We’ll temporarily call them walk,
run and sprint; but these names are neither bad-ass nor roller oriented, so they
will be subject to change later on.
With 36 movement segments around the track, we can work
out some basic rates of movement. These rates of movement are loosely based on
reality, but are more defined by the competitive balance of the game. There is
no way that a game like this will manage to be completely accurate according to
real world physics; and the closer we try to get, the more boring the game play
will be. We looking for the spirit of roller derby in a board game, if you want
reality, get out and buy a pair of skates….but enough rant.
A game needs to remain fairly competitive throughout the
course of play (or at the very least, this needs to be the appearance). Players
needs to get the feeling that they are actually progressing toward a victory, closing
the gap on their opponent, or being involved in something dramatic with every
move they make.
The slowest movement speed is not moving at all; this isn’t
exciting, but it is the aftermath of a crash or a fall (especially when
multiple skaters pile on top of one another in a pack collision). We don’t want
skaters stationary for long, at most it will take a single turn to get up (unless
a serious injury has occurred).
The slowest speed while actually moving is the “walk”;
this could basically be considered the default speed for the blockers of the pack.
It will take 4 to 5 complete turns of movement to get around the track at this
pace, and working backward with this in mind a typical “walk” action should allow
for movement of 6 to 10 segments.
The fast speed is the “run”; this could basically be
considered the default speed for the pivots. It should take about three
complete turns of movement to get around the track at this pace. Again, working
backward, this means that a “run” should
allow for around 12 segments (let’s say 10 to 15) of movement.
The fastest speed is the sprint; the default speed for
the jammers. We never want the jammer to lap the activation marker, otherwise
they would miss out on a complete activation turn after sprinting and would suffer
as a result. But since the scoring is all about the jammers, they need to move
fast. I’m figuring that an unimpeded jammer can make it around the track in
under two turns. This means a pace of about 15 to 20 segments with each movement
activation.
It would be easy to fit this into a triangular number
sequence…
1 = 1
3 = 1+2
6 = 1+2+3 (Minimum Walk)
10 = 1+2+3+4 (Maximum Walk or Minimum Run)
15 = 1+2+3+4+5 (Maximum Run or Minimum Sprint)
21 = 1+2+3+4+5+6 (Maximum Sprint)
But that seems a bit contrived at the moment…maybe
something to fall back on if other ideas don’t pan out.
I like the Formula D concept of acceleration and braking;
it fits the ideas I have for movement in this game. Skaters start stationary,
and if they want to build up speed they have to progress through stages of
walking and running before they reach the sprint. If they want to slow down,
they have to either gradually reduce their speed or fall to the ground (and
start again from scratch). I don’t know how accurate this is from an actually
derby skater’s perspective, but it seems like a reasonable approximation.
There’s plenty more work to do on this, but I’ll leave it
here for this post.
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